﻿// UNITY_SHADER_NO_UPGRADE
Shader "VRTK/UI/Overlay"
{
	Properties
	{
		[PerRendererData] _MainTex("Font Texture", 2D) = "white" {}

		_Color("Tint", Color) = (1,1,1,1)
		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255
		_ColorMask("Color Mask", Float) = 15
	}

	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}

		Stencil
		{
			Ref[_Stencil]
			Comp[_StencilComp]
			Pass[_StencilOp]
			ReadMask[_StencilReadMask]
			WriteMask[_StencilWriteMask]
		}

		Cull Back
		Lighting Off
		ZWrite Off
		ZTest[unity_GUIZTestMode]
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask[_ColorMask]

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			struct appdata_t
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				float4 color : COLOR;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			fixed4 _TextureSampleAdd;

			v2f vert(appdata_t v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.color = v.color * _Color;
#ifdef UNITY_HALF_TEXEL_OFFSET
				o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
				clip(col.a - 0.01);
				return col;
			}
			ENDCG
		}
	}
}